﻿using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SoldierIdleState : ISoldierState {
    public SoldierIdleState(SoldierFSMSystem fsm,Character character) : base(fsm,character)
    {
        m_stateID = SoldierStateID.Idle;
    }

    public override void Act(List<Character> targets)
    {
        m_character.PlayAnimation("stand");
    }

    public override void Reason(List<Character> targets)
    {
        //see Enemy
        if ( targets.Count>0)
        {
            m_FSM.PerformTransition(SoldierTrasition.CanSeeEnemey);
        }
    }
    

}
